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Siccha, A., (2022). La experiencia del jugador en los survival horror en la narrativa de Silent Hill P.T. [Tesis, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/661242
Siccha, A., La experiencia del jugador en los survival horror en la narrativa de Silent Hill P.T. [Tesis]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2022. http://hdl.handle.net/10757/661242
@misc{renati/400581,
title = "La experiencia del jugador en los survival horror en la narrativa de Silent Hill P.T.",
author = "Siccha Arancibia, Alberto Wilfredo José",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2022"
}
Title: La experiencia del jugador en los survival horror en la narrativa de Silent Hill P.T.
Other Titles: The player experience in survival horror in the narrative of Silent Hill PT
Authors(s): Siccha Arancibia, Alberto Wilfredo José
Advisor(s): Sayán Casquino, Yasmín Magna
Keywords: Silent Hill; Narrativa audiovisual; David bordwell; Cine; Videojuegos; Survival horror; Videogames; Cinema; David Bordwell; Audiovisual Narrative
OCDE field: http://purl.org/pe-repo/ocde/ford#5.00.00; https://purl.org/pe-repo/ocde/ford#5.08.00
Issue Date: 10-Jun-2022
Institution: Universidad Peruana de Ciencias Aplicadas (UPC)
Abstract: Cuando Silent Hill P.T. se lanzó en el 2014, diversos medios de comunicación y jugadores lo catalogaron como uno de los juegos de terror más influyentes de la historia. Con la finalidad de profundizar en este aspecto, que ha sido calificado así subjetivamente, la presente investigación tiene como objeto de estudio la demo de Silent Hills (Silent Hill P.T.) desde la perspectiva de la experiencia cognitiva de jugadores. La muestra fue compuesta por tres personajes expertos en el género Survival Horror y se realizó una observación con una guía de análisis de contenido, utilizando la teoría cognitiva del cine de Bordwell para definir sus categorías principales. La investigación aporta una nueva perspectiva de análisis a la demo Silent Hill P.T. como un producto audiovisual, siendo los jugadores que pasan por el proceso cognitivo de la narración, el tiempo, los objetos y personajes presentados en esta experiencia interactiva, elementos definidos por el ya mencionado Bordwell. Estos factores influyen en la perspectiva del jugador y, entre los principales hallazgos, se encuentra que a pesar de que las emociones cumplen un rol importante dentro del videojuego, la experiencia cognitiva es la que refleja la base de todas sus reacciones.
When Silent Hill P.T. was released in 2014, various media outlets and players listed it as one of the most influential horror games in history. To delve into this aspect, which has been subjectively described, the present investigation has as its object of study the demo of Silent Hills (Silent Hill P.T.) from the perspective of the players' cognitive experience. The sample was composed of three experts in the Survival Horror genre and an observation was made with a content analysis guide, using Bordwell's cognitive theory of cinema to define its main categories. The investigation brings a new analytical perspective to the Silent Hill P.T. demo. as an audiovisual product, being the players who go through the cognitive process of the narration, the time, the objects, and characters presented in this interactive experience, elements defined by Bordwell. These factors influence the player's perspective, and, among the main findings, it is found that even though emotions play an important role in the video game, the cognitive experience is the one that reflects the basis of all their reactions.
When Silent Hill P.T. was released in 2014, various media outlets and players listed it as one of the most influential horror games in history. To delve into this aspect, which has been subjectively described, the present investigation has as its object of study the demo of Silent Hills (Silent Hill P.T.) from the perspective of the players' cognitive experience. The sample was composed of three experts in the Survival Horror genre and an observation was made with a content analysis guide, using Bordwell's cognitive theory of cinema to define its main categories. The investigation brings a new analytical perspective to the Silent Hill P.T. demo. as an audiovisual product, being the players who go through the cognitive process of the narration, the time, the objects, and characters presented in this interactive experience, elements defined by Bordwell. These factors influence the player's perspective, and, among the main findings, it is found that even though emotions play an important role in the video game, the cognitive experience is the one that reflects the basis of all their reactions.
Link to repository: http://hdl.handle.net/10757/661242
Discipline: Comunicación Audiovisual y Medios Interactivos
Grade or title grantor: Universidad Peruana de Ciencias Aplicadas (UPC). Facultad de Comunicaciones
Grade or title: Licenciado en Comunicación Audiovisual y Medios Interactivos
Register date: 30-Sep-2022
This item is licensed under a Creative Commons License